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Ask HN: Favorite iOS Game Revenue Model

I am building an iOS game, and was wondering what the community thought of the different revenue models.

Here are the three I am considering:

-One time purchase.

-Free, completely based on many microtransactions.

-Free, demo with full game as in-app purchase

One time purchase.

- Reach Smaller Audience

- Full experience without bothering user

- Customer must buy before trying

- Fixed profit per user

Free, completely based on many microtransactions.

- Reach Larger Audience

- Must bother user constantly for small in-app purchases.

- Possibility of high profit per user.

Free, demo with full game as in-app purchase.

- Reach Larger Audience

- Less annoying than microtransactions.

- Customer has tried and enjoys enough to purchase.

- Fixed profit per user (possibility of higher price than one time)

I would love input on the ideal model for maximum revenue and app experience.

( 2 comments | on HN )
Re:Ask HN: Favorite iOS Game Revenue Model by greengreens on Tuesday January 08, 2013 @04:36AM (#5025476)
A demo with a full game unlock is a solid move, but don't be stingy with the games features in the demo. You want to show it off after all! A complete game with optional small purchases sounds risky to me if you don't already have an audience, or a team to create the side purchases. Besides you can 'fall-back' to this method if it's not initially successful.
Re:Ask HN: Favorite iOS Game Revenue Model by dustinlakin on Tuesday January 08, 2013 @03:34AM (#5025353)
I am leaning towards the demo with the full game unlock as an in-app purchase. I feel it is a great way to reach a large audience, make sure the user enjoys the game before buying it, and keeps the user from being constantly annoyed by attempts to sell micro-transaction items.